stella/src/emucore/CartDPC.cxx

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//============================================================================
//
// SSSS tt lll lll
// SS SS tt ll ll
// SS tttttt eeee ll ll aaaa
// SSSS tt ee ee ll ll aa
// SS tt eeeeee ll ll aaaaa -- "An Atari 2600 VCS Emulator"
// SS SS tt ee ll ll aa aa
// SSSS ttt eeeee llll llll aaaaa
//
// Copyright (c) 1995-2010 by Bradford W. Mott and the Stella Team
//
// See the file "License.txt" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//
// $Id$
//============================================================================
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
#include <cassert>
#include <cstring>
#include <iostream>
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
#include "System.hxx"
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
#include "CartDPC.hxx"
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
CartridgeDPC::CartridgeDPC(const uInt8* image, uInt32 size)
{
// Make a copy of the entire image as-is, for use by getImage()
// (this wastes 12K of RAM, should be controlled by a #ifdef)
memcpy(myImageCopy, image, BSPF_min(size, 8192u + 2048u + 255u));
// Copy the program ROM image into my buffer
memcpy(myProgramImage, image, 8192);
// Copy the display ROM image into my buffer
memcpy(myDisplayImage, image + 8192, 2048);
// Initialize the DPC data fetcher registers
for(uInt16 i = 0; i < 8; ++i)
myTops[i] = myBottoms[i] = myCounters[i] = myFlags[i] = 0;
// None of the data fetchers are in music mode
myMusicMode[0] = myMusicMode[1] = myMusicMode[2] = false;
// Initialize the DPC's random number generator register (must be non-zero)
myRandomNumber = 1;
// Initialize the system cycles counter & fractional clock values
mySystemCycles = 0;
myFractionalClocks = 0.0;
// Remember startup bank
myStartBank = 1;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
CartridgeDPC::~CartridgeDPC()
{
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void CartridgeDPC::reset()
{
// Update cycles to the current system cycles
mySystemCycles = mySystem->cycles();
myFractionalClocks = 0.0;
// Upon reset we switch to the startup bank
bank(myStartBank);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void CartridgeDPC::systemCyclesReset()
{
// Get the current system cycle
uInt32 cycles = mySystem->cycles();
// Adjust the cycle counter so that it reflects the new value
mySystemCycles -= cycles;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
void CartridgeDPC::install(System& system)
{
mySystem = &system;
uInt16 shift = mySystem->pageShift();
uInt16 mask = mySystem->pageMask();
// Make sure the system we're being installed in has a page size that'll work
assert(((0x1080 & mask) == 0) && ((0x1100 & mask) == 0));
// Set the page accessing methods for the hot spots
System::PageAccess access;
for(uInt32 i = (0x1FF8 & ~mask); i < 0x2000; i += (1 << shift))
{
access.directPeekBase = 0;
access.directPokeBase = 0;
access.device = this;
mySystem->setPageAccess(i >> shift, access);
}
// Set the page accessing method for the DPC reading & writing pages
for(uInt32 j = 0x1000; j < 0x1080; j += (1 << shift))
{
access.directPeekBase = 0;
access.directPokeBase = 0;
access.device = this;
mySystem->setPageAccess(j >> shift, access);
}
// Install pages for the startup bank
bank(myStartBank);
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
inline void CartridgeDPC::clockRandomNumberGenerator()
{
// Table for computing the input bit of the random number generator's
// shift register (it's the NOT of the EOR of four bits)
static const uInt8 f[16] = {
1, 0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1, 0, 0, 1
};
// Using bits 7, 5, 4, & 3 of the shift register compute the input
// bit for the shift register
uInt8 bit = f[((myRandomNumber >> 3) & 0x07) |
((myRandomNumber & 0x80) ? 0x08 : 0x00)];
// Update the shift register
myRandomNumber = (myRandomNumber << 1) | bit;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
inline void CartridgeDPC::updateMusicModeDataFetchers()
{
// Calculate the number of cycles since the last update
Int32 cycles = mySystem->cycles() - mySystemCycles;
mySystemCycles = mySystem->cycles();
// Calculate the number of DPC OSC clocks since the last update
double clocks = ((20000.0 * cycles) / 1193191.66666667) + myFractionalClocks;
Int32 wholeClocks = (Int32)clocks;
myFractionalClocks = clocks - (double)wholeClocks;
if(wholeClocks <= 0)
{
return;
}
// Let's update counters and flags of the music mode data fetchers
for(int x = 5; x <= 7; ++x)
{
// Update only if the data fetcher is in music mode
if(myMusicMode[x - 5])
{
Int32 top = myTops[x] + 1;
Int32 newLow = (Int32)(myCounters[x] & 0x00ff);
if(myTops[x] != 0)
{
newLow -= (wholeClocks % top);
if(newLow < 0)
{
newLow += top;
}
}
else
{
newLow = 0;
}
// Update flag register for this data fetcher
if(newLow <= myBottoms[x])
{
myFlags[x] = 0x00;
}
else if(newLow <= myTops[x])
{
myFlags[x] = 0xff;
}
myCounters[x] = (myCounters[x] & 0x0700) | (uInt16)newLow;
}
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt8 CartridgeDPC::peek(uInt16 address)
{
address &= 0x0FFF;
// Clock the random number generator. This should be done for every
// cartridge access, however, we're only doing it for the DPC and
// hot-spot accesses to save time.
clockRandomNumberGenerator();
if(address < 0x0040)
{
uInt8 result = 0;
// Get the index of the data fetcher that's being accessed
uInt32 index = address & 0x07;
uInt32 function = (address >> 3) & 0x07;
// Update flag register for selected data fetcher
if((myCounters[index] & 0x00ff) == myTops[index])
{
myFlags[index] = 0xff;
}
else if((myCounters[index] & 0x00ff) == myBottoms[index])
{
myFlags[index] = 0x00;
}
switch(function)
{
case 0x00:
{
// Is this a random number read
if(index < 4)
{
result = myRandomNumber;
}
// No, it's a music read
else
{
static const uInt8 musicAmplitudes[8] = {
0x00, 0x04, 0x05, 0x09, 0x06, 0x0a, 0x0b, 0x0f
};
// Update the music data fetchers (counter & flag)
updateMusicModeDataFetchers();
uInt8 i = 0;
if(myMusicMode[0] && myFlags[5])
{
i |= 0x01;
}
if(myMusicMode[1] && myFlags[6])
{
i |= 0x02;
}
if(myMusicMode[2] && myFlags[7])
{
i |= 0x04;
}
result = musicAmplitudes[i];
}
break;
}
// DFx display data read
case 0x01:
{
result = myDisplayImage[2047 - myCounters[index]];
break;
}
// DFx display data read AND'd w/flag
case 0x02:
{
result = myDisplayImage[2047 - myCounters[index]] & myFlags[index];
break;
}
// DFx flag
case 0x07:
{
result = myFlags[index];
break;
}
default:
{
result = 0;
}
}
// Clock the selected data fetcher's counter if needed
if((index < 5) || ((index >= 5) && (!myMusicMode[index - 5])))
{
myCounters[index] = (myCounters[index] - 1) & 0x07ff;
}
return result;
}
else
{
// Switch banks if necessary
switch(address)
{
case 0x0FF8:
// Set the current bank to the lower 4k bank
bank(0);
break;
case 0x0FF9:
// Set the current bank to the upper 4k bank
bank(1);
break;
default:
break;
}
return myProgramImage[(myCurrentBank << 12) + address];
}
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool CartridgeDPC::poke(uInt16 address, uInt8 value)
{
address &= 0x0FFF;
// Clock the random number generator. This should be done for every
// cartridge access, however, we're only doing it for the DPC and
// hot-spot accesses to save time.
clockRandomNumberGenerator();
if((address >= 0x0040) && (address < 0x0080))
{
// Get the index of the data fetcher that's being accessed
uInt32 index = address & 0x07;
uInt32 function = (address >> 3) & 0x07;
switch(function)
{
// DFx top count
case 0x00:
{
myTops[index] = value;
myFlags[index] = 0x00;
break;
}
// DFx bottom count
case 0x01:
{
myBottoms[index] = value;
break;
}
// DFx counter low
case 0x02:
{
if((index >= 5) && myMusicMode[index - 5])
{
// Data fecther is in music mode so its low counter value
// should be loaded from the top register not the poked value
myCounters[index] = (myCounters[index] & 0x0700) |
(uInt16)myTops[index];
}
else
{
// Data fecther is either not a music mode data fecther or it
// isn't in music mode so it's low counter value should be loaded
// with the poked value
myCounters[index] = (myCounters[index] & 0x0700) | (uInt16)value;
}
break;
}
// DFx counter high
case 0x03:
{
myCounters[index] = (((uInt16)value & 0x07) << 8) |
(myCounters[index] & 0x00ff);
// Execute special code for music mode data fetchers
if(index >= 5)
{
myMusicMode[index - 5] = (value & 0x10);
// NOTE: We are not handling the clock source input for
// the music mode data fetchers. We're going to assume
// they always use the OSC input.
}
break;
}
// Random Number Generator Reset
case 0x06:
{
myRandomNumber = 1;
break;
}
default:
{
break;
}
}
}
else
{
// Switch banks if necessary
switch(address)
{
case 0x0FF8:
// Set the current bank to the lower 4k bank
bank(0);
break;
case 0x0FF9:
// Set the current bank to the upper 4k bank
bank(1);
break;
default:
break;
}
}
return false;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
void CartridgeDPC::bank(uInt16 bank)
{
if(bankLocked()) return;
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
// Remember what bank we're in
myCurrentBank = bank;
uInt16 offset = myCurrentBank * 4096;
uInt16 shift = mySystem->pageShift();
uInt16 mask = mySystem->pageMask();
// Setup the page access methods for the current bank
System::PageAccess access;
access.device = this;
access.directPokeBase = 0;
// Map Program ROM image into the system
for(uInt32 address = 0x1080; address < (0x1FF8U & ~mask);
address += (1 << shift))
{
access.directPeekBase = &myProgramImage[offset + (address & 0x0FFF)];
mySystem->setPageAccess(address >> shift, access);
}
myBankChanged = true;
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
int CartridgeDPC::bank()
{
return myCurrentBank;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
int CartridgeDPC::bankCount()
{
return 2;
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool CartridgeDPC::patch(uInt16 address, uInt8 value)
{
myProgramImage[(myCurrentBank << 12) + (address & 0x0FFF)] = value;
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
return true;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
uInt8* CartridgeDPC::getImage(int& size)
{
size = 8192 + 2048 + 255;
return myImageCopy;
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool CartridgeDPC::save(Serializer& out) const
{
const string& cart = name();
try
{
uInt32 i;
out.putString(cart);
// Indicates which bank is currently active
out.putInt(myCurrentBank);
// The top registers for the data fetchers
out.putInt(8);
for(i = 0; i < 8; ++i)
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
out.putByte((char)myTops[i]);
// The bottom registers for the data fetchers
out.putInt(8);
for(i = 0; i < 8; ++i)
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
out.putByte((char)myBottoms[i]);
// The counter registers for the data fetchers
out.putInt(8);
for(i = 0; i < 8; ++i)
out.putInt(myCounters[i]);
// The flag registers for the data fetchers
out.putInt(8);
for(i = 0; i < 8; ++i)
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
out.putByte((char)myFlags[i]);
// The music mode flags for the data fetchers
out.putInt(3);
for(i = 0; i < 3; ++i)
out.putBool(myMusicMode[i]);
// The random number generator register
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
out.putByte((char)myRandomNumber);
out.putInt(mySystemCycles);
out.putInt((uInt32)(myFractionalClocks * 100000000.0));
}
catch(const char* msg)
{
cerr << "ERROR: CartridgeDPC::save" << endl << " " << msg << endl;
return false;
}
return true;
}
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
bool CartridgeDPC::load(Serializer& in)
{
const string& cart = name();
try
{
if(in.getString() != cart)
return false;
uInt32 i, limit;
// Indicates which bank is currently active
myCurrentBank = (uInt16) in.getInt();
// The top registers for the data fetchers
limit = (uInt32) in.getInt();
for(i = 0; i < limit; ++i)
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
myTops[i] = (uInt8) in.getByte();
// The bottom registers for the data fetchers
limit = (uInt32) in.getInt();
for(i = 0; i < limit; ++i)
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
myBottoms[i] = (uInt8) in.getByte();
// The counter registers for the data fetchers
limit = (uInt32) in.getInt();
for(i = 0; i < limit; ++i)
myCounters[i] = (uInt16) in.getInt();
// The flag registers for the data fetchers
limit = (uInt32) in.getInt();
for(i = 0; i < limit; ++i)
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
myFlags[i] = (uInt8) in.getByte();
// The music mode flags for the data fetchers
limit = (uInt32) in.getInt();
for(i = 0; i < limit; ++i)
myMusicMode[i] = in.getBool();
// The random number generator register
OK, another huge commit. I need to commit this now, because things are starting to go out of sync on my development machines. OK, where to begin ... Changed state file format, so older state files will no longer work. The changes aren't finalized yet, so expect more breakage. Added getByte() and putByte() methods to serialized data, resulting in smaller state files (previously, 1-byte values were stored as 4-byte ints). Totally reworked controller handling code. Controller state is now explicitly set with an ::update() method, making it easier to serialize. Some work is still required on the serialization stuff for more advanced controllers. Added a 'Serializable' interface to all carts, device, controllers, etc that can be (de)serialized. This fixes a long-standing design issue which I personally caused many years ago. Console switches state (SWCHB register) is now saved to state files. Added beginnings of movie support. Basically, this saves an initial state file, and thereafter continuously saves controller and console switches state. Support is still somewhat rough and there's no UI for it, but it does successfully save and later load/play state movies. Removed specific events for driving controllers, and have them use joystick events instead. This has the nice side effect that joystick direction remapping 'just works' for driving controllers too. Fixed issues with paddle emulation seen in 'Night Driver' ROM. Related to this, removed a hack wrt paddles when grabmouse is enabled. There's still some work to do when using the mouse to emulate paddles, but the Stelladaptor and real paddles work fine. Added beginnings of TrackBall CX-22 controller emulation. It doesn't actually do anything yet, but the class is there :) Probably some other stuff that I'm forgetting ... git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1385 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
2007-10-03 21:41:19 +00:00
myRandomNumber = (uInt8) in.getByte();
// Get system cycles and fractional clocks
mySystemCycles = in.getInt();
myFractionalClocks = (double)in.getInt() / 100000000.0;
}
catch(const char* msg)
{
cerr << "ERROR: CartridgeDPC::load" << endl << " " << msg << endl;
return false;
}
// Now, go to the current bank
bank(myCurrentBank);
return true;
}